I want people's real level to show

you should be able to melt vet solo. him being there shouldn’t matter. i carried (on a lvl 22 sienna 340ish pl) 3 friends through vet, all starting new chars so they did “no damage” as you put it

yes to win each individual one is the same. but you said does playing more increase your chance of winning the lottery and to that the answer is yes b/c you’re only looking to win once so playing more does increase your odds or winning once.

if you flip a quarter 1 time what are the chances you get heads… 50% yes you might not land on heads on one flip
if you flip it again what are the odds you get heads… 50% again might not land on heads
if you flip it 100 times what are the odds you get heads… 50% now you might not hit heads every time and yes your odds stayed 50% for every flip but u still increased your chances to land on heads (win the lotto) by flipping it more (playing more times)

this is 100% true but doesn’t mean that you haven’t gotten better

they teach you in school repetition makes you better at something. not saying that after 500 games you’ll be a pro but you’ll be better than when you started even if that means that you’re still bad to the “average” player… for example even if you just learned the path you take to finish the map without making a wrong turn (you still die and can’t kill anything so ppl think you suck) you’re better than you were when you first started. b/c when you say someone is better Xgames down the road you have to compare them to how THEY were xgames before not compare them to the majority

1 Like

I don’t mind either way, even though level does not tell the whole story, it does still tell that someone has experience in this game on this character. He can still be worse than someone lower, but being level 500 for example in Vermintide 2 would suggest that this person has actually done his homework and done the levels once or twice. But as I said, either way, I don’t mind it.

It wasn’t a problem in vt1, at least I had no problem. People were friendly (at least most that I met) and gave everybody a chance. In vt2 a lvl 3 player gets kicked…

i wouldn’t want to play with people who assume levels make the skill, but i see your point

Not necessarily. You can do 500 games without any improvement.

no you can’t b/c like i said before if you do ANYTHING better such as movement on the map, remembering hotkeys, using both weapons, etc. then you’re improving. again not saying that at the end of 500 games they will be GOOD, but they will have improved from what they were 500 games before even if it’s not much.

What does knowing “they have improved” do for anyone? It’s perfectly possible their improvement is indistinguishable from a player that is initially more talented.

It would be nice if you showed someones total level, like account level amongst all heroes. I have a level 30 Kerillian and Bardin and so my hero power on my lower level heroes is quite high, but people criticize me for being low level not knowing my hero power is actually higher than theirs. If it showed that my account level is actually 124(47 from Kerillian, 37 from Bardin, 15 from Saltz, 10 from Kruber, 16 from Sienna,) then they would know that I have high level gear and am by no means a “scrub.”

if they think levels equates skill then they are the scrubs. lel

1 Like

Exactly what I was saying further up.

Levels mean very little with respect to a players skill.

Anyone can get every 5 Hero to level 30 by simply playing long enough. Doesn’t matter how skilled you are or not.

Skill is a very broad term and requires more than simple “get them over time anyways”-levels as a ‘be-all’ measuring variable.

Simplest skill indicator I can think of is, as mentioned before, the win/loss ratio of different difficulty settings on a per-Subclass basis.

Ranger Bardin with win/loss on Champion of 10 means 10 wins to every 1 loss. (pretty good)
Slayer Bardin with win/loss on Champion of 1 means 1 win to every 1 loss (not very good)

And the same player could be playing both those subclasses. Some are just better with one subclass than another one on the same Hero.

Either way,
Levels are one of the worst indicators for actual ‘skill’ of the player and any information you get from an accumulated number by adding together the level of all heroes together can just as easily be gained from pressing Tab and looking the players Steam profile to see “Time played” on the game.

Cause that is really just what that level number will tell you… time played.

Totally agree with that. As said in an other post, I still think seeing time played as a level shows how often a player played a class (I’d prefer subclass). So if a level 100 player runs ack for ammo, I don’t care, he will care for himself. If a level 30 player runs off, I may follow him just to make sure he isn’t grabbed by a leech or something. That doesn’t mean that I think the lvl30 player is bad but he may be less experienced.

Also there are two Things i Like about Games: looting and leveling. In overwatch im Not that good but Tend to make an Other Level because thats fun, somehow. If Levels are Not shown, then they are useless. So even showing a range fromm 0-30 is useless on permanent characters (but usefull in Form example moba Games).

The level 1 to 30 range does tell you whether or not the player has access to the level 25 talents though, and talents do make quite a difference.

However, anything past 30 or even 25 for that matter is simply time played.

E.g. if you start a Champion match and see a level 3 join then you know he doesn’t even have a single talent unlocked yet, even though his power level through gear might be sufficient to access Champion (since the gear can be obtained on his other subclasses for the same Hero).

This means we could, technically, reduce the level totals to 5. Level 1 = first talent, Level 2 = second talent and so on.

However Fatshark wants us to get commendation chests and a sense of progression, so we have 30 levels to run through.

Yep, and I honestly think that the level 1-30 idea works as long as players do not play that much. All those lvl 400 vt1 players are now lvl30 as well. I totally agree, that levels at the moment only mean skill points, but a player with 5 skill points can die as fast as a player with 0 skill points. Most champion games are easy anayway and could be done with 3 players (depends on map and classes).

So why one does not use inifinite levels which are on all characters and talent points are shown as well but I honestly don’t care about them at all as they mean nothing. Meeting a level 28 player who doesn’t know any tome / grim or meeting a lvl3 player who has good gear and knows how to play. People need to know that level never equals skill just like gear never means skill (see other games like wow).

I think judging off win/loss ratio would be a terrible idea. I have friends that aren’t very good at the game but I try to help them through champion often. This usually consists of them wiping over and over and me soloing the second half of the boss and a horde and then getting them up, again and again. Many times, this leads to me getting hit by an assassin or a packmaster during a horde and we lose.

My point is if our win/loss ratio becomes an important statistic, it will penalize players far more than it will benefit them, limiting who we are willing to play with and under what circumstances. It would create a whole new meta game of deciding what risks to take during matchmaking because now losing early on doesn’t mean you wasted 5 minutes and got 300 xp, it means your stats go down and people will be more likely to kick you before a match. Not to mention the toxicity that always arises in games with stats like that. Things like “go back to vet you scrub look at your win rate no wonder why.” Already people will instantly leave a match if Halescourge comes up in quickplay, imagine how much worse it would be if the loss went on their record?

AND there is also the fact that the classes and abilities and weapons we use are in a constant state of flux. You would only be further encouraging “proper meta” and limiting experimentation. Wanna try a new weapon or talent combo? Not a good idea, just stick to what works. Your favorite build got nerfed in a patch? Better not risk it use the stronger subclass. Wanna get better with that glaive or two handed sword you have no practice with? Any losses accrued because you aren’t used to slow weapons are gonna be on your record.

As for saying that your level does not reflect your skill, this is true. However, someone that has leveled up their heroes 300 times is far more likely to have learned from their mistakes then someone that has just reached level 30 on their first character. I see level 30’s drop their healing draught to use a bandage and bring the draught with them all the time. Its just stupid and illogical. Higher level does not equate higher skill but it does reflect experience. A higher level scrub is more likely to have been corrected by teammates for doing something like that enough times that they at least have been told the logic behind it.

I think it should display power level instead of character level

NO! POWER Level is capped at 600. IT SHOULD DISPLAY THE TRUE LEVEL!

I think the level displayed should be: total-sum-of-levels-including-paragon

So if you have 3 characters on level 30 it should simply say 30+30+30+1+1=92. If you have one character on 30 and played 60 paragon levels it should say 90+1+1+1+1=94. If you log on to a level 1 character with the 60 paragon levels on another level 30 character, it still says the 94.

One number, easy to read. It is representative of your time investment into the game. (some levels are fast in the beginning, but in the larger picture they don’t disturb much).

A mouse over could then show the actual class level and item power.

Level does not = skill this would be useless af. Anyone who thinks this is the case is a self righteous noob/pos. Take me for example. If my real level showed I’d be like 50 something and im garbage. Power level gives you hard stats that you can base off of for your run